As two actions, a bright streak flashes from your pointing finger to a point within 20 meters and then blossoms with a low roar into an explosion of flame. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failed save, a creature takes 6d6 fire damage and is burning 2.
On a successful save, a creature takes half as much damage and doesn’t start burning.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
You can increase the damage by 2d6 and the burning level by 1 for each additional mana or psi expended.
Delayed Blast Fireball. You can expend 1 additional mana or psi so the ball lingers at the point of origin as a glowing bead while you concentrate on the spell for up to 1 minute. If at the end of your turn the bead has not yet detonated, You can increase the damage by 1d6. When the spell ends, either because your concentration is broken or because you decide to end it, the bead explodes.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Reflex saving throw.
On a failed save, the spell ends immediately, causing the bead to explode.
On a successful save, the creature can throw the bead up to 5 meters. When it strikes a creature or a solid object, the spell ends, and the bead explodes.